A group of vile humanoids has taken over an old, ruined keep within a day's walk of the nearest town. Local leaders greet this news with alarm, for they don't wish to see a stronghold for evil humanoids so close to their settlement. So they offer a deal to your group of adventurers: Root out the humanoids and you can have the keep as your own base of operations.
If your group is in the mood for a full-on assault, this adventure dishes up a few nasty battles, some tricky tactical maneuvers, and a chance to take charge of a specific area of the campaign world.
EDIT: Edited to add that the Fantasy Companion is required to run this adventure (hence the [FC] tag).
Last edited by Jagyr Ebonwood on Fri Sep 30, 2011 11:31 pm; edited 2 times in total
I'm fond of it as well. It's a pretty simple adventure as far as things go - a location with bad guys to kill. But it's got interesting terrain for tactical players, some potential doublecrossing and NPC interaction for RP/intrigue focused players, and it's a great leaping off point for a campaign - it provides a home base, a nearby town, and opportunities for underground and/or wilderness exploration.
Edited to add that the Fantasy Companion is required to run this adventure (hence the [FC] tag). You'll find many "FCxx" citations in the adventure referencing creature stat blocks or magic item descriptions. I was pleasantly surprised how easy the FC makes it to convert things from generic fantasy - most of your usual sorts of creatures and items are represented, and it's very easy to make small tweaks to fill in the remaining bits.
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum